Starting at 2nd level, when you use your Wild Shape feature, you can apply one of the following changes to the beast form that you take:
The form gains one of the passive features of another beast (ex: Flyby, Pack Tactics, etc)
The form gains the natural armor of another beast (replacing its AC)
The form gains the damage immunities, resistances, and vulnerabilities of the other beast.
The form gains the condition immunities of the other beast.
The form gains a movement option available to another beast. If the beast you chose already has one of these movement options available to it, you use the higher of the two options.
The other beast chosen for this feature must be one which you are also able to transform into using your Wild Shape feature and cannot be the same as the primary beast you chose. When you choose to use this feature to modify your Wild Shape, your form is treated as a monstrosity instead of a beast.
Altered Mystique
At 6th level, the Alter Self spell is always prepared for you and does not count against the number of spells you can prepare each day. When you cast this spell and use it to appear like a member of another race, you temporarily gain one of the traits belonging to that specific race or subrace for the duration of the spell. This trait cannot be any of the following: ability score increase, alignment, languages, subrace, any trait that grants proficiencies in skills, weapons, or armor, or any trait which grants the ability to cast spells.
Also when you reach 6th level, you ignore all racial prerequisites for attuning to magic items or taking optional feats.
Fluid Body
Also at 6th level, you have advantage on saving throws against spells and other effects which would alter your appearance, transform your body, or otherwise change your shape against your will.
Alien Forms
At 10th level, choose two of the following creature types: Aberrations, Dragons, Monstrosities, Oozes, or Plants. When you use your Amalgamation feature, you can choose from creatures belonging to those types in addition to beasts for the changes you apply to your primary Wild Shape form; however, the primary form chosen for Wild Shape must be a beast. The creatures of the chosen types must be those you have seen before and have a CR no greater than 3 to be valid choices for use as part of your Amalgamation feature.
Each time you gain a level in this class, you can replace one of your chosen creature types for this feature with another option.
Chimera Aspect
At 14th level, when you use your Wild Shape feature you can choose to transform into your chimera aspect. The stat block for this creature is outlined below. While transformed, you follow the normal rules for your Wild Shape feature. Several of the features of your chimera aspect have monster types listed in parentheses next to its name. The features which are active when you transform depend on which creature types you have selected as part of your Alien Forms feature. In this form, any feature which requires a creature to make a saving throw uses your spell save DC.
Once you have used this feature, you cannot use it again until you finish a long rest
Chimera Aspect
Large Monstrosity
Armor Class: 14 [or 16 (Monstrosity)]
Hit Points: 10 x your Druid level
Speed: 30ft, 60ft flying (Dragons)
Str: 19 (+4)Dex: 11 (+0)Con: 19 (+4)Int: Your IntScoreWis: Your Wis Score Cha: Your Cha Score
Senses: Darkvision 60ft, Tremorsense 120 ft (Plants), Passive Perception: 10+your Wis modifier
Languages: your languages, but cannot speak. / Telepathy 120ft (Aberrations)
Siege Monster (Monstrosity). You deal double damage to objects and structures in this form.
Amorphous (Ooze). You can move through a space as narrow as 1 inch wide without squeezing in this form, but cannot end your turn in such a space.
Acid Body (Ooze).Each time you hit a creature with a melee weapon attack in this form, it takes an additional 1d8 acid damage.
False Appearance (Plant). While you remain motionless, this form is indistinguishable from a large, exotic plant.
Actions
Multiattack:
In this form you can make three attacks: one with your bite, one with your claws, and one with your horns. You can replace one of the attacks you make with any of the creature-specific attack options you also have available.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tentacle (Aberration). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled and restrained until the grapple ends. This form has one target and can only grapple one creature at a time this way. Attempts made to escape this grapple are contested by your spell save DC.
Fire Breath (Recharge 5–6) (Dragons). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Many Aspects
Starting at 14th level, the Polymorph spell is always prepared for you and does not count against the number of spells you can prepare each day.
You can cast Polymorph targeting yourself by expanding a use of your Wild Shape feature instead of expending a spell slot. Whenever you cast the spell this way, you can transform into any creature of the appropriate CR that is a beast or one of the creature types chosen as part of your Alien Forms feature. Once you have cast the spell this way you cannot cast it this way again until you finish a long rest.
Just at a first read, I can't say too much on balance in actual play, but it seems like it hands you a fair amount of powerful seeming stuff. At least one of a printed druid's subclass features is fairly ribbon, yet this gives you powerful abilities at every level.
On the other hand, you cap out at CR 1 creatures as written.
As an aside, druids don't know their spells, they prepare them. If you want to give druids an always prepared spell that is already on their list, just give it to them. They can prepare something else.
Allowing access to polymorph into aberrations and dragons is a big boost to the spell, probably beyond the scope that polymorph should be handing out when Shapechange and true polymorph already exist.
Just at a first read, I can't say too much on balance in actual play, but it seems like it hands you a fair amount of powerful seeming stuff. At least one of a printed druid's subclass features is fairly ribbon, yet this gives you powerful abilities at every level.
On the other hand, you cap out at CR 1 creatures as written.
As an aside, druids don't know their spells, they prepare them. If you want to give druids an always prepared spell that is already on their list, just give it to them. They can prepare something else.
Allowing access to polymorph into aberrations and dragons is a big boost to the spell, probably beyond the scope that polymorph should be handing out when Shapechange and true polymorph already exist.
I appreciate the feedback. I will try to clean up the language about "preparing" the spells given by the abilities
A couple things to note about the capstone: 1) It is achieved at level 14, which is three levels earlier than a Druid could obtain True Polymorph or Shapechange 2) The feature allows you to cast the spell using your Wild Shape feature once per day, saving a spell slot and allowing your use of Wild Shape to be much stronger (albeit only for one of its uses).
I am with you. I do not have a strong idea of this subclass's balance, especially because alot of it opens doors for mixing and matching different monster forms that could open a whole new world of optimization. But I think it is fun and hope we can at least balance things at a surface level.
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On the one hand, you are stuck at CR 1 until level 14?
On the other hand, at level 14, you can polymorph into a CR 14 creature (when polymorph usually caps out at CR 8 due to beast availability) Many CR 14 creatures will outshine many level 20 PCs. A moon druid is wild shaping into CR 4 creatures then (one more level until CR 5) at this level.
Are you using polymorph at 14 so that you can change into higher CR? But you lose all of the bonuses that you normally retain using wild shape?
Would it be worthwhile to prepare a list of spells that the druid obtains as part of the subclass, or would that push the subclass as a whole to being too powerful?
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On the one hand, you are stuck at CR 1 until level 14?
On the other hand, at level 14, you can polymorph into a CR 14 creature (when polymorph usually caps out at CR 8 due to beast availability) Many CR 14 creatures will outshine many level 20 PCs. A moon druid is wild shaping into CR 4 creatures then (one more level until CR 5) at this level.
Are you using polymorph at 14 so that you can change into higher CR? But you lose all of the bonuses that you normally retain using wild shape?
Yes, that does seem problematic. Honestly, I was a bit lost on what to do for this subclass's capstone feature. At first glance, the expansion of use for polymorph seemed like an elegant solution, but you raise a good point that it introduces several issues.
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The absolute biggest problem that you’re going to run into with this subclass is CR progression, I think.
I think if you want to keep this in line with other sub-classes (at least moon, anyway) then you could keep the CR progression from moon as your starting point then re-adjust your 6, 10, and 14 features from there. Or make your own CR progression table. At level 2, CR 1 is super powerful (too powerful, judging from discourse about the moon druid), around level 10, a CR 5 creature is fairly powerful but not amazingly so. Around level 20, it isn’t too powerful to be aiming for CR 10-ish for a regular thing (and CR 20 for those special times that you use your 9th level slot).
The other option would be to go in the more modern direction of writing your own stat-blocks for forms and pre-selecting the new features that you want to give as possible choices to the forms the druid takes.
The absolute biggest problem that you’re going to run into with this subclass is CR progression, I think.
I think if you want to keep this in line with other sub-classes (at least moon, anyway) then you could keep the CR progression from moon as your starting point then re-adjust your 6, 10, and 14 features from there. Or make your own CR progression table. At level 2, CR 1 is super powerful (too powerful, judging from discourse about the moon druid), around level 10, a CR 5 creature is fairly powerful but not amazingly so. Around level 20, it isn’t too powerful to be aiming for CR 10-ish for a regular thing (and CR 20 for those special times that you use your 9th level slot).
The other option would be to go in the more modern direction of writing your own stat-blocks for forms and pre-selecting the new features that you want to give as possible choices to the forms the druid takes.
Thanks.
I think I like the CR progression as it is for this subclass. The power for this subclass's wildshapes comes from being able to mix and match beast features rather than just raising the CR. There is a small boost to CR coming at level 10 when you can draw from higher CR creatures to amalgamate your beast (although I might raise this CR).
For the capstone, I am thinking I will just write a stat block roughly based on the Chimera but which scales off of your class features and comes with more options for player choices.
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I just created the new version of my capstone for this subclass.
The Tl;Dr is you can use your Wild Shape once per long rest to turn into a Large Monstrosity. The stat block is based on the Chimera from the Monster Manual, but has a few optional changes that are applied to the form based on which creature types you have selected for the Alien Forms feature.
Let me know what you think and if there are any stat block features you would suggest adding or changing to flesh out the Chimera Aspect
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I don’t know how it would play, but it does seem fairly powerful. You might consider at least requiring the Chimera Aspect to take both wild shapes (as Elemental Forms does for the moon druid). Other than that, I don’t know how it might play.
Consider that other circles are getting at 14th level: end your use of wildshape to gain half your hp when reduced to 0 hp; resistance to BPS damage; a weird special use of some situational spells; a 9th level summon animals; some condition immunities; beast and plant creatures are slightly discouraged from attacking you (that one is seriously bad); or something that you give your subclass a better version of at level 6.
I’m sure your subclass won’t break any games, but I don’t know if it really is in line with the other subclasses in terms of what you get at what levels. It would take a fair amount of balance work to rein this in to be on par with other subclasses, and I’m not sure what you’d be left with after that.
I doubt that it will be too powerful. As you stated earlier, the forms you can take with normal Polymorph usually cap out at CR 8. The stat block for a Chimera from the Monster Manual is a CR 6 creature, so I think using that with a few mechanical boosts still keeps it in line for what a 14th level spellcaster could reasonably transform into (especially if it is only once per day).
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I have not playtested this yet, although I have made a several updates in my personal version. I can share the link with you, if you are interested in trying it out
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Very interesting druid sub-class/circle! I'd like to know more about the rationale for the druidic circle that is devoted to the chimera, e.g., why the chimera vs. another monster, where (environment/climate) did the circle originate, the Chimera is chaotic evil--do druids in this circle need to be evil?
For level 2 wild shaping, you say:
"When you choose to use this feature to modify your Wild Shape, your form is treated as a monstrosity instead of a beast. "
What's the (mechanical) difference between having a feature as a monstrosity vs. a beast?
Re 10th level wild shaping, I think the wild shape options that you mention with a CR = 3 are reasonable and would maintain balance for appropriate encounters of a 10th level character, campaign, etc. I might even be okay with CR 3 abberations. But I would note that 2/3 of the CR 3 abberations are evil. I think it makes sense that the alignment of the druid should be consistent with the alignment of the wild shape option.
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Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in the last year.
1) There isnt a huge thematic reason for focusing on the Chimera, but moreso a way to capture the mechanical desire for mixing/matching wild shape options
2) Conversely to my answer to 1, the choice of having the wild shape count as a monstrosity instead of a beast is largely a thematic one, since chimeras are monstrosities.
3) When designing this subclass, I did not put a huge amount of thought into the alignment of a druid, and I do not think it necessarily has to be tied to the alignments of your chosen creature types. That being said, if that is more thematically interesting for your game, please feel free to include that restriction
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Circle of the Chimera
Amalgamation
Starting at 2nd level, when you use your Wild Shape feature, you can apply one of the following changes to the beast form that you take:
The other beast chosen for this feature must be one which you are also able to transform into using your Wild Shape feature and cannot be the same as the primary beast you chose. When you choose to use this feature to modify your Wild Shape, your form is treated as a monstrosity instead of a beast.
Altered Mystique
At 6th level, the Alter Self spell is always prepared for you and does not count against the number of spells you can prepare each day. When you cast this spell and use it to appear like a member of another race, you temporarily gain one of the traits belonging to that specific race or subrace for the duration of the spell. This trait cannot be any of the following: ability score increase, alignment, languages, subrace, any trait that grants proficiencies in skills, weapons, or armor, or any trait which grants the ability to cast spells.
Also when you reach 6th level, you ignore all racial prerequisites for attuning to magic items or taking optional feats.
Fluid Body
Also at 6th level, you have advantage on saving throws against spells and other effects which would alter your appearance, transform your body, or otherwise change your shape against your will.
Alien Forms
At 10th level, choose two of the following creature types: Aberrations, Dragons, Monstrosities, Oozes, or Plants. When you use your Amalgamation feature, you can choose from creatures belonging to those types in addition to beasts for the changes you apply to your primary Wild Shape form; however, the primary form chosen for Wild Shape must be a beast. The creatures of the chosen types must be those you have seen before and have a CR no greater than 3 to be valid choices for use as part of your Amalgamation feature.
Each time you gain a level in this class, you can replace one of your chosen creature types for this feature with another option.
Chimera Aspect
At 14th level, when you use your Wild Shape feature you can choose to transform into your chimera aspect. The stat block for this creature is outlined below. While transformed, you follow the normal rules for your Wild Shape feature. Several of the features of your chimera aspect have monster types listed in parentheses next to its name. The features which are active when you transform depend on which creature types you have selected as part of your Alien Forms feature. In this form, any feature which requires a creature to make a saving throw uses your spell save DC.
Once you have used this feature, you cannot use it again until you finish a long rest
Chimera Aspect
Large Monstrosity
Armor Class: 14 [or 16 (Monstrosity)]
Hit Points: 10 x your Druid level
Speed: 30ft, 60ft flying (Dragons)
Str: 19 (+4) Dex: 11 (+0) Con: 19 (+4) Int: Your Int Score Wis: Your Wis Score Cha: Your Cha Score
Condition Immunities (Plants): Blinded, Deafened, Frightened
Senses: Darkvision 60ft, Tremorsense 120 ft (Plants), Passive Perception: 10+your Wis modifier
Languages: your languages, but cannot speak. / Telepathy 120ft (Aberrations)
Siege Monster (Monstrosity). You deal double damage to objects and structures in this form.
Amorphous (Ooze). You can move through a space as narrow as 1 inch wide without squeezing in this form, but cannot end your turn in such a space.
Acid Body (Ooze). Each time you hit a creature with a melee weapon attack in this form, it takes an additional 1d8 acid damage.
False Appearance (Plant). While you remain motionless, this form is indistinguishable from a large, exotic plant.
Actions
Multiattack:
In this form you can make three attacks: one with your bite, one with your claws, and one with your horns. You can replace one of the attacks you make with any of the creature-specific attack options you also have available.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tentacle (Aberration). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled and restrained until the grapple ends. This form has one target and can only grapple one creature at a time this way. Attempts made to escape this grapple are contested by your spell save DC.
Fire Breath (Recharge 5–6) (Dragons). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Many AspectsStarting at 14th level, the Polymorph spell is always prepared for you and does not count against the number of spells you can prepare each day.You can cast Polymorph targeting yourself by expanding a use of your Wild Shape feature instead of expending a spell slot. Whenever you cast the spell this way, you can transform into any creature of the appropriate CR that is a beast or one of the creature types chosen as part of your Alien Forms feature. Once you have cast the spell this way you cannot cast it this way again until you finish a long rest.Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
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Just at a first read, I can't say too much on balance in actual play, but it seems like it hands you a fair amount of powerful seeming stuff. At least one of a printed druid's subclass features is fairly ribbon, yet this gives you powerful abilities at every level.
On the other hand, you cap out at CR 1 creatures as written.
As an aside, druids don't know their spells, they prepare them. If you want to give druids an always prepared spell that is already on their list, just give it to them. They can prepare something else.
Allowing access to polymorph into aberrations and dragons is a big boost to the spell, probably beyond the scope that polymorph should be handing out when Shapechange and true polymorph already exist.
I appreciate the feedback. I will try to clean up the language about "preparing" the spells given by the abilities
A couple things to note about the capstone: 1) It is achieved at level 14, which is three levels earlier than a Druid could obtain True Polymorph or Shapechange 2) The feature allows you to cast the spell using your Wild Shape feature once per day, saving a spell slot and allowing your use of Wild Shape to be much stronger (albeit only for one of its uses).
I am with you. I do not have a strong idea of this subclass's balance, especially because alot of it opens doors for mixing and matching different monster forms that could open a whole new world of optimization. But I think it is fun and hope we can at least balance things at a surface level.
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On the one hand, you are stuck at CR 1 until level 14?
On the other hand, at level 14, you can polymorph into a CR 14 creature (when polymorph usually caps out at CR 8 due to beast availability) Many CR 14 creatures will outshine many level 20 PCs. A moon druid is wild shaping into CR 4 creatures then (one more level until CR 5) at this level.
Are you using polymorph at 14 so that you can change into higher CR? But you lose all of the bonuses that you normally retain using wild shape?
Also
Would it be worthwhile to prepare a list of spells that the druid obtains as part of the subclass, or would that push the subclass as a whole to being too powerful?
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Yes, that does seem problematic. Honestly, I was a bit lost on what to do for this subclass's capstone feature. At first glance, the expansion of use for polymorph seemed like an elegant solution, but you raise a good point that it introduces several issues.
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The absolute biggest problem that you’re going to run into with this subclass is CR progression, I think.
I think if you want to keep this in line with other sub-classes (at least moon, anyway) then you could keep the CR progression from moon as your starting point then re-adjust your 6, 10, and 14 features from there. Or make your own CR progression table. At level 2, CR 1 is super powerful (too powerful, judging from discourse about the moon druid), around level 10, a CR 5 creature is fairly powerful but not amazingly so. Around level 20, it isn’t too powerful to be aiming for CR 10-ish for a regular thing (and CR 20 for those special times that you use your 9th level slot).
The other option would be to go in the more modern direction of writing your own stat-blocks for forms and pre-selecting the new features that you want to give as possible choices to the forms the druid takes.
Thanks.
I think I like the CR progression as it is for this subclass. The power for this subclass's wildshapes comes from being able to mix and match beast features rather than just raising the CR. There is a small boost to CR coming at level 10 when you can draw from higher CR creatures to amalgamate your beast (although I might raise this CR).
For the capstone, I am thinking I will just write a stat block roughly based on the Chimera but which scales off of your class features and comes with more options for player choices.
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I just created the new version of my capstone for this subclass.
The Tl;Dr is you can use your Wild Shape once per long rest to turn into a Large Monstrosity. The stat block is based on the Chimera from the Monster Manual, but has a few optional changes that are applied to the form based on which creature types you have selected for the Alien Forms feature.
Let me know what you think and if there are any stat block features you would suggest adding or changing to flesh out the Chimera Aspect
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I don’t know how it would play, but it does seem fairly powerful. You might consider at least requiring the Chimera Aspect to take both wild shapes (as Elemental Forms does for the moon druid). Other than that, I don’t know how it might play.
Consider that other circles are getting at 14th level: end your use of wildshape to gain half your hp when reduced to 0 hp; resistance to BPS damage; a weird special use of some situational spells; a 9th level summon animals; some condition immunities; beast and plant creatures are slightly discouraged from attacking you (that one is seriously bad); or something that you give your subclass a better version of at level 6.
I’m sure your subclass won’t break any games, but I don’t know if it really is in line with the other subclasses in terms of what you get at what levels. It would take a fair amount of balance work to rein this in to be on par with other subclasses, and I’m not sure what you’d be left with after that.
I doubt that it will be too powerful. As you stated earlier, the forms you can take with normal Polymorph usually cap out at CR 8. The stat block for a Chimera from the Monster Manual is a CR 6 creature, so I think using that with a few mechanical boosts still keeps it in line for what a 14th level spellcaster could reasonably transform into (especially if it is only once per day).
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Maybe. But it isn’t exactly in line with what a 14th level Druid feature does.
Have you playtested this yet? How did it went?
I have not playtested this yet, although I have made a several updates in my personal version. I can share the link with you, if you are interested in trying it out
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
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Very interesting druid sub-class/circle! I'd like to know more about the rationale for the druidic circle that is devoted to the chimera, e.g., why the chimera vs. another monster, where (environment/climate) did the circle originate, the Chimera is chaotic evil--do druids in this circle need to be evil?
For level 2 wild shaping, you say:
What's the (mechanical) difference between having a feature as a monstrosity vs. a beast?
Re 10th level wild shaping, I think the wild shape options that you mention with a CR = 3 are reasonable and would maintain balance for appropriate encounters of a 10th level character, campaign, etc. I might even be okay with CR 3 abberations. But I would note that 2/3 of the CR 3 abberations are evil. I think it makes sense that the alignment of the druid should be consistent with the alignment of the wild shape option.
Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in the last year.
Thanks for the questions.
1) There isnt a huge thematic reason for focusing on the Chimera, but moreso a way to capture the mechanical desire for mixing/matching wild shape options
2) Conversely to my answer to 1, the choice of having the wild shape count as a monstrosity instead of a beast is largely a thematic one, since chimeras are monstrosities.
3) When designing this subclass, I did not put a huge amount of thought into the alignment of a druid, and I do not think it necessarily has to be tied to the alignments of your chosen creature types. That being said, if that is more thematically interesting for your game, please feel free to include that restriction
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